First Circle
White Seraph
- HP
- 80
- MP
- 80
- PA
- 5
- MA
- 14
- SP
- 6
- DEF
- 3
- MDEF
- 7
- MOV
- 3
- JUMP
- 3
Evasion
- Physical
- 5%
- Magical
- 15%
Evasion is subtracted from an attacker's accuracy, and facing decides how much of it applies: full from the front, half from the side, and none from behind. Flanking beats dodging.
Growth per level
- HP
- 8
- MP
- 7
- PA
- 0
- MA
- 2
- SP
- 1
Unlocking
- Requires
- Apothecary level 2
- Leads to
- Eidolon Caller, Bard, Chronomancer
- Weapon classes
- Staff
Action abilities 16
Each of these rolls independently at the start of every battle. The percentage is the chance this job fields it as a primary.
common 75% primary · 60% sub
uncommon 50% primary · 30% sub
Float
uncommon
Lift an ally above the terrain for 3 turns — ignores movement penalties and height
12 MP · 1 CT charge
Greater Cure
uncommon
Strong area heal
16 MP · 3 CT charge · POW 28
Holy Shield
uncommon
Absorb next 25 damage
14 MP · 2 CT charge · POW 25
Protect
uncommon
A ward against steel — physical damage taken drops by a third
12 MP · 2 CT charge
Raise
uncommon
Revive a KO'd ally with 50% HP
20 MP · 2 CT charge · POW 50
Shell
uncommon
A ward against sorcery — magic damage taken drops by a third
12 MP · 2 CT charge
rare 25% primary · 9% sub
Grand Cure
rare
A greater mending light over an area
26 MP · 4 CT charge · POW 42
Mass Regen
rare
Bathe area in restorative light — Greater Regen on every ally hit
14 MP · 2 CT charge
Purify
rare
Purifying light — remove all ailments from allies in the area
18 MP · 1 CT charge
Radiant Grace
rare
Grace poured out — the wounded stand across the whole field
40 MP · 6 CT charge · POW 58
Reflect
rare
Wrap an ally in mirror-light — single-target damaging magic bounces back at the caster
16 MP · 2 CT charge
Reraise
rare
Bless an ally so they auto-revive at 33% HP if KO'd in the next 6 turns
18 MP · 3 CT charge
Resurrection
rare
Call an ally back whole — revived at FULL HP
36 MP · 4 CT charge · POW 100
Wall
rare
Both wards at once — steel and sorcery alike turn aside
30 MP · 4 CT charge
ultimate 10% primary · 1% sub
Reaction, Support & Movement
One of each may be equipped. Unlike actions these are not rolled — they are chosen, and a secondary job never lends them.
| Slot | Name | Effect | JP |
|---|---|---|---|
| Reaction | Regenerate | Heal 10% max HP when hit (50% trigger) | 250 |
| Support | Equip Staves | Field staves and rods — swing with Magic instead of muscle | 500 |
| Support | Magic Defense UP | Magic damage taken -25% | 400 |
| Support | Warded | Ailments inflicted on you last one turn less | 450 |
| Movement | Levitate | Ignore terrain height (levitate) | 400 |